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Pokemon Brilliant Diamond and Shining Pearl Marill

Marill
Aqua Mouse Pokémon

Pokemon Brilliant Diamond and Shining Pearl Marill is a Water and Fairy Type Aqua Mouse Pokémon, with a 24.8% Chance To Catch with a regular Pokeball. Marill can be found with Thick Fat, Huge Power and Sap Sipper as an Ability and has a Fast growth rate with a 2 HP EV Yield. We recommend the Bold Nature, based on 250 combined Base Stats.

Marill Stats and Abilities

Based on Marill Base IVs we consider this pokemon F-Tier choice. Marill Highest IV Stat is Defense 50 and the Lowest being Attack 20.

Tier Stat Base Min Max
F
HP70250344
F
Attack2040152
F
Defense5094218
F
Special Attack2040152
F
Special Defense5094218
F
Speed4076196
F
Total250
Marill Detail
Best Nature
Bold
+10% Defense
-10% Attack
Caught in the Wild Held Item Chance
Like/Dislikes
Likes: Sour
Dislikes: Spicy
EV Yield2 HP
Growth RateFast
Catch Rate190 (24.8% with PokéBall, full HP)
Egg GroupsFairy, Water 1
Egg Cycles10 (2,314–2,570 steps)
Abilities Description
Thick Fat
Ability 1
Thick Fat reduces the damage taken from Fire-type and Ice-type moves by 50%.
Huge Power
Ability 2
Raises the Pokémon's Attack stat.
Sap Sipper
Hidden Ability
Boosts Attack when hit by a Grass-type move.

How To Evolve Marill in BDSP

Azurill requires (high Friendship) to evolve into Marill and then (Level 18) to evolve into Azumarill.

Base Form Evolution Requirement First Evolution Evolution Requirement Final Evolution
Azurill
high Friendship
Marill
Level 18
Azumarill

Where To Find Marill in BDSP

Marill has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.

Interact = Limited to one
Common = 20% ~ 100%
Uncommon = 5% ~ 20%
Rare = 1% ~ 5%
= Morning Time
= Day Time
= Night Time
Location How To Catch Pokemon Spawns
Great Marsh
100 - 20%
Azurill
Lv. 24
Great Marsh
20 - 5%
Marill
Lv. 20-30
Great Marsh
20 - 5%
Marill
Lv. 25-26
Trophy Garden
100 - 20%
Azurill
Lv. 16-18
Trophy Garden
100 - 20%
Marill
Lv. 16-18

Pokemon Brilliant Diamond and Shining Pearl Marill Weakness

Marill is a Water and Fairy Type pokemon. This will cause Marill to take More Damage from Grass, Electric, Poison Type Moves, and Less Damage from Fire, Water, Ice, Fighting, Bug, Dark, Dragon Type moves.

Damage Types
4.0x
More Damage
2.0x
More Damage
Grass
Electric
Poison
0.5x
Less Damage
Fire
Water
Ice
Fighting
Bug
Dark
0.25x
Less Damage
Immune to Damage
Dragon

What pokemon is Marill Weak Against?

Tier Pokemon
S
Celebi
S
Zapdos
S
Raikou
A
Electivire
A
Tangrowth

What pokemon is Marill Strong Against?

Tier Pokemon
S
Ho-Oh
S
Rayquaza
S
Dialga
S
Palkia
S
Kyogre
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Best Moves Marill in BDSP

Best Moveset for Marill Lv Up Moves based on Power.

Lvl Best Moves Type Class Power Acc PP Effect
33
Double-Edge
Physical
120
100 15 User receives recoil damage.
36
Superpower
Physical
120
100 5 Lowers user's Attack and Defense.
30
Hydro Pump
Special
165
80 5 The target is blasted by a huge volume of water launched under great pressure.
19
Aqua Tail
Physical
135
90 10 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Best Moveset for Marill TM Moves based on Power.

TM Best Moves Type Class Power Acc PP Effect
TM01
Focus Punch
Physical
150
100 20 If the user is hit before attacking, it flinches instead.
TM14
Blizzard
Special
110
70 5 May freeze opponent.
TM23
Iron Tail
Physical
100
75 15 May lower opponent's Defense.
TM13
Ice Beam
Special
90
100 10 May freeze opponent.
STAB: (Same Type Attack Bonus) When a Pokemon uses a Move Type that is the Same as the Pokemon's Type, it will receive a 50% Bonus to Power. Moves Affected by this Highlighted in
Red Text
.

Marill Level Up Moves

List of Moves Marill can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.

Lvl Move Desc
1
Rollout
Power: 30
Acc: 90
PP: 20
Physical

Doubles in power each turn for 5 turns.
1
Defense Curl
Power: —
Acc: —
PP: 40
Status

Raises user's Defense.
1
Tackle
Power: 40
Acc: 100
PP: 35
Physical

A physical attack in which the user charges and slams into the target with its whole body.
1
Water Gun
Power:
60
Acc: 100
PP: 25
Special

1
Tail Whip
Power: —
Acc: 100
PP: 30
Status

Lowers opponent's Defense.
1
Helping Hand
Power: —
Acc: —
PP: 20
Status

In Double Battles, boosts the power of the partner's move.
6
Bubble Beam
Power:
97.5
Acc: 100
PP: 20
Special

May lower opponent's Speed.
9
Charm
Power: —
Acc: 100
PP: 20
Status

Sharply lowers opponent's Attack.
12
Slam
Power: 80
Acc: 75
PP: 20
Physical

15
Bounce
Power: 85
Acc: 85
PP: 5
Physical

Springs up on first turn, attacks on second. May paralyze opponent.
19
Aqua Tail
Power:
135
Acc: 90
PP: 10
Physical

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
21
Play Rough
Power:
135
Acc: 90
PP: 10
Physical

May lower opponent's Attack.
24
Aqua Ring
Power: —
Acc: —
PP: 20
Status

Restores a little HP each turn.
27
Rain Dance
Power: —
Acc: —
PP: 5
Status

Makes it rain for 5 turns.
30
Hydro Pump
Power:
165
Acc: 80
PP: 5
Special

The target is blasted by a huge volume of water launched under great pressure.
33
Double-Edge
Power: 120
Acc: 100
PP: 15
Physical

User receives recoil damage.
36
Superpower
Power: 120
Acc: 100
PP: 5
Physical

Lowers user's Attack and Defense.
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Marill TM Moves

List of Moves Marill can learn using (TMs) Technical Machine Items.

TM Move Desc
TM01
Focus Punch
Power: 150
Acc: 100
PP: 20
Physical

If the user is hit before attacking, it flinches instead.
TM03
Water Pulse
Power:
90
Acc: 100
PP: 20
Special

May confuse opponent.
TM07
Hail
Power: —
Acc: —
PP: 10
Status

Non-Ice types are damaged for 5 turns.
TM10
Work Up
Power: —
Acc: —
PP: 30
Status

Raises user's Attack and Special Attack.
TM13
Ice Beam
Power: 90
Acc: 100
PP: 10
Special

May freeze opponent.
TM14
Blizzard
Power: 110
Acc: 70
PP: 5
Special

May freeze opponent.
TM16
Light Screen
Power: —
Acc: —
PP: 30
Status

Halves damage from Special attacks for 5 turns.
TM17
Protect
Power: —
Acc: —
PP: 10
Status

Protects the user, but may fail if used consecutively.
TM18
Rain Dance
Power: —
Acc: —
PP: 5
Status

Makes it rain for 5 turns.
TM23
Iron Tail
Power: 100
Acc: 75
PP: 15
Physical

May lower opponent's Defense.
TM28
Dig
Power: 80
Acc: 100
PP: 10
Physical

Digs underground on first turn, attacks on second. Can also escape from caves.
TM31
Brick Break
Power: 75
Acc: 100
PP: 15
Physical

Breaks through Reflect and Light Screen barriers.
TM32
Double Team
Power: —
Acc: —
PP: 15
Status

Raises user's Evasiveness.
TM42
Facade
Power: 70
Acc: 100
PP: 20
Physical

Power doubles if user is burned, poisoned, or paralyzed.
TM44
Rest
Power: —
Acc: —
PP: 10
Status

User sleeps for 2 turns, but user is fully healed.
TM45
Attract
Power: —
Acc: 100
PP: 15
Status

If opponent is the opposite gender, it's less likely to attack.
TM49
Scald
Power:
120
Acc: 100
PP: 15
Special

May burn opponent.
TM56
Fling
Power: —
Acc: 100
PP: 10
Physical

Power depends on held item.
TM58
Endure
Power: —
Acc: —
PP: 10
Status

Always left with at least 1 HP, but may fail if used consecutively.
TM82
Sleep Talk
Power: —
Acc: —
PP: 10
Status

User performs one of its own moves while sleeping.
TM86
Grass Knot
Power: —
Acc: 100
PP: 20
Special

The heavier the opponent, the stronger the attack.
TM87
Swagger
Power: —
Acc: 85
PP: 15
Status

Opponent becomes confused, but its Attack is sharply raised.
TM90
Substitute
Power: —
Acc: —
PP: 10
Status

Uses HP to creates a decoy that takes hits.
TM95
Surf
Power:
135
Acc: 100
PP: 15
Special

Hits all adjacent Pokémon.
TM96
Strength
Power: 80
Acc: 100
PP: 15
Physical

TM98
Rock Smash
Power: 40
Acc: 100
PP: 15
Physical

May lower opponent's Defense.
TM99
Waterfall
Power:
120
Acc: 100
PP: 15
Physical

May cause flinching.
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Marill Egg Moves

List of Egg Moves Marill can learn.

Egg Move Desc
Aqua Jet
Power:
60
Acc: 100
PP: 20
Physical

User attacks first.
Belly Drum
Power: —
Acc: —
PP: 10
Status

User loses 50% of its max HP, but Attack raises to maximum.
Copycat
Power: —
Acc: —
PP: 20
Status

Copies opponent's last move.
Perish Song
Power: —
Acc: —
PP: 5
Status

Any Pokémon in play when this attack is used faints in 3 turns.
Present
Power: —
Acc: 90
PP: 15
Physical

Either deals damage or heals.
Sing
Power: —
Acc: 55
PP: 15
Status

Puts opponent to sleep.
Soak
Power: —
Acc: 100
PP: 20
Status

Changes the target's type to water.
Supersonic
Power: —
Acc: 55
PP: 20
Status

Confuses opponent.
Tickle
Power: —
Acc: 100
PP: 20
Status

Lowers opponent's Attack and Defense.
Amnesia
Power: —
Acc: —
PP: 20
Status

Sharply raises user's Special Defense.
Future Sight
Power: 120
Acc: 100
PP: 10
Special

Damage occurs 2 turns later.
Superpower
Power: 120
Acc: 100
PP: 5
Physical

Lowers user's Attack and Defense.
Body Slam
Power: 85
Acc: 100
PP: 15
Physical

May paralyze opponent.
Muddy Water
Power:
135
Acc: 85
PP: 10
Special

May lower opponent's Accuracy.
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